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D&D 5E Storm King's Thunder

Stealth: Those venturing in deeper would discover two hill giants (red dots) sound asleep at the end of the hall. Further, the group would notice one path heading back outside and another path that leads further in towards the sound of running water.


Map.JPG
 

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FitzTheRuke

Legend
Aremus would have liked to have found the crying Giantess's husband and sent him to her, and it had been his intention to do so. Now, faced with sleeping giants he realized that it would be next to impossible to identify the individual. He was certainly not prepared to wake these ones up and ask them. No, he would find her husband if it turned out to be a reasonable task, but he would not blame himself if it turned out to be an impossible task.

"Perhaps we should just have a quick look around before the bashing starts," he whispered to Ordrar, "Just to see if anyone will be alerted if they cry out."

OOC: I think we came in on the right through the smaller cave entrance and are between the two 10's? Aremus would like to peek into 11 (and take a look in the tunnel on the right, just to see if there's anyone else, before the dwarves get to killing.
 

KahlessNestor

Adventurer
Grudd Haug/Cave
Afternoon
Round 0

Dren pulled out his handaxe, readying himself for the slaughter. They were giants, though, so he didn’t much care. “Gae on then, lad, but dunnae take tae long,” he whispered to Aeremus. “An’ come runnin’ if ye ‘ere fightin’.”

[sblock=Actions]
Action:
Bonus Action:
Move:
Reaction:
Object Interaction:
Conditions:
[/sblock]

[sblock=Stats]
AC: 16
HP: 51/51 HD: 6/6d8+2
Ki: 6/6/R
Darts 10
Arrows: 18 Used:
[/sblock]

[sblock=Party Treasure]
[/sblock]

[sblock=Party]
Tranio - half-elf death cleric
Fistan - human wizard
Carolina - halfling rogue
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
[/sblock]
 

OOC: Apologies, last week was unexpectedly busy IRL.


Room 11: It contains a bloodstained wooden table of giant size, two crates of pig entrails, a barrel of filth, and two iron cages, each
containing a boar with a hankering for pig entrails. Each cage has a door on one side with a simple bolt latch.

Room 12: The hall takes you to a ledge looking over the room. The walls of this filthy room are made of packed mud with logs jutting out of them. The river seeps through a gash in the north wall and forms a stream that cuts across the eastern half of the area before spilling out through a hole in the south wall, tumbling down logs as it goes. A creaky wooden bridge spans the stream at one point. Smaller rivulets also seep into the room and connect
to the wider stream, but they are narrow enough to step over. Timber pillars caked in mud support the 30-foot-high ceiling, which has three circular holes
cut into it .

Two 10-Coot-high earthen ramps lead down to the chamber's sunken floor, with fences erected around lower tunnels that lead to areas 11 and 14. Scores of fat pigs snort, waddle about, wallow in the mud, and gorge themselves at wooden troughs overflowing with slop.

Tending the pigs are seven mud-covered bugbears and an ettin. The bugbears push the pigs around to make sure the stronger ones don't hoard all the food for themselves. They also shovel pig waste into the stream.

Sleeping Giants: Anyone who wants to make an attack against the 2 giants in bed may do so at advantage.

map.JPG
 

FitzTheRuke

Legend
After sccouting, Aremus returned and nodded to the dwarves. He could be wrong, but he felt that the group could probably finish off the sleeping giants before the Bugbears or the Ettin would arrive, even assuming they heard the ruckus. He did not like the idea of attacking a sleeping foe, but these Giants threatened his home.
 

Kobold Stew

Last Guy in the Airlock
Supporter
"I could probably blind at least one of them, maybe both," offers Tranio. "It will make the fight a bit easier, if we're doing this," he suggests.

"What I don't see is an easy way through the mud wall at the north of the pigsty. If we had a way to break that, suddenly and quickly, we'd be able to deal with those hairy swineherds more effectively."
 

Neurotic

I plan on living forever. Or die trying.
"Don't cast anything until after we strike." Ordrar starts forward.

OOC: What are the mechanics of coupe de grace in 5e? Auto crit? Would it be better to attack one giant and then the other or Dren and Ordrar should take one each?
 

KahlessNestor

Adventurer
Grudd Haug/Cave
Afternoon
Round 0

Dren followed Ordrar back to the sleeping giants. “One at a time. Keep it quiet as much as possible,” he said. “Ever’one strike at once.” He drew his handaxe. He focused on his inner ki and his axe blazed in flame. He set to the bloody work.

OOC: The giant would be considered unconscious, so all melee attacks have Advantage, and any attack that hits is an auto-crit.


OOC: Total damage: 38 fire + 23 bludgeoning = 61


[sblock=Actions]
Action (Extra Attack): Attack 1 Spending 1 ki for Fangs of the Fire Snake extra fire damage. Fangs of the Fire Snake crit attack: 2D20.HIGH(1)+6 = [1, 14]+6 = 20
2D6+2D10+3 = [2, 1]+[1, 3]+3 = 10

Attack 2 Fangs of the Fire Snake crit attack: 2D20.HIGH(1)+6 = [10, 19]+6 = 25
2D6+2D10+3 = [5, 2]+[8, 10]+3 = 28

Bonus Action: Spend 1 ki for Flurry of Blows (2 unarmed strikes)
Attack 1 Flurry of Blows: 2D20.HIGH(1)+6 = [2, 16]+6 = 22
2D6+3 = [6, 5]+3 = 14

Attack 2 Flurry of Blows: 2D20.HIGH(1)+6 = [13, 1]+6 = 19
2D6+3 = [2, 4]+3 = 9

Move:
Reaction:
Object Interaction:
Conditions:
[/sblock]

[sblock=Stats]
AC: 16
HP: 51/51 HD: 6/6d8+2
Ki: 4/6/R
Darts 10
Arrows: 18 Used:
[/sblock]

[sblock=Party Treasure]
[/sblock]

[sblock=Party]
Tranio - half-elf death cleric
Fistan - human wizard
Carolina - halfling rogue
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight
[/sblock]
 


Neurotic

I plan on living forever. Or die trying.
I'm with only cellphone access and can post fully from Tuesday onward. Would all attacks get Advantage and autocrit or just first one (waking up call).

[roll0]
[roll1]
[roll2]
 

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